#version 450 core

layout (location = 0) out vec4 FragColor;

struct VertexOutput
{
	vec3 Normal;
	vec4 Color;
	vec2 TexCoord;
    float TilingFactor;
    vec4 ShadowCoord;
};

layout (location = 0) in VertexOutput Output;
layout (location = 5) in float v_TexIndex;
layout (location = 6) in flat int v_EntityID;

void main()
{
    FragColor = vec4(gl_FragCoord.z);
}

